The Khazalite Holds are here, and TechRaptor took them for a spin so the rest of us could know whether to crack open the wallet or wait for the next Battletome. Go read the full review right here, because it's a good one.
For the uninitiated (and if you're uninitiated, welcome, the water's fine): the Khazalites are Age of Sigmar's duardin answer to everything wrong with the Mortal Realms. Grudges, gold, gunpowder, and an institutional refusal to forget a slight. They're the faction built around the idea that some wrongdoers just need smiting, and in a settings landscape where half the new factions look like they were designed by a focus group that hates fun, that's refreshing.
The review digs into the actual units, which is what matters. Rules bloat has been strangling Warhammer for a while now, and every new release gets the same nervous question from the community: did they print something playable, or did they print a lore essay with warscrolls stapled on? Per TechRaptor, the Khazalites mostly land on the playable side. The units have identity. They do the thing you bought them to do. When a dwarf holds a grudge on the tabletop, the mechanics back it up.
That's rarer than it should be. Too many recent releases ship with rules that read like they were balanced by someone who's never rolled dice in anger. You buy the cool models, you build the cool models, and then the cool models spend every game getting tabled by whatever your opponent brought. Nothing kills a hobby faster than that. If the review says the Holds function, that's half the battle won before we even get to aesthetics.
And the aesthetics, come on. This is Games Workshop doing what Games Workshop still does better than anyone: overwrought, gloriously excessive plastic. Dwarf infantry with runes hammered into everything, war machines that look like they'd fail a modern safety inspection in the best way. The range looks like a faction, not like twelve different concept artists who never spoke to each other. Someone in Nottingham actually kept the whole look coherent.
What I appreciate about TechRaptor covering it is that they cover tabletop like people who play tabletop. No lecture about the franchise's problematic past, no hand-wringing about whether grudge-holding mountain conservatives are a metaphor for anything. They looked at the rules, pushed the models around, and told you if it's worth your money. Revolutionary concept, I know. That's just what coverage of this hobby should look like, and it's why they keep being one of the few outlets worth linking.
The verdict, without spoiling every detail: if you've been waiting for duardin to get their moment in the sun, the review suggests the wait mostly paid off. There are quibbles, there always are, and the piece doesn't hide them. But the core fantasy holds up. You get to march ornery bearded lunatics down the table and settle accounts.
It's also just nice to write about a release where nobody involved is at war with the audience. No dev sneering at the fanbase, no marketing weirdness, no apology tour disguised as a preview. Models, rules, done. The rest of the gaming world could take notes.
Check your codex, hold your grudge, and go see what TechRaptor had to say. My backlog of unpainted grey plastic just got longer, and I'm at peace with it.
TAKE THEM SOUTH

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